Note: Do not directly implement this interface, new methods are added to it regularly. Extend from
AbstractAmazonGameLift instead.

Amazon GameLift Service

Amazon GameLift is a managed service for developers who need a scalable, dedicated server solution for their
multiplayer games. Use Amazon GameLift for these tasks: (1) set up computing resources and deploy your game servers,
(2) run game sessions and get players into games, (3) automatically scale your resources to meet player demand and
manage costs, and (4) track in-depth metrics on game server performance and player usage.

The Amazon GameLift service API includes two important function sets:

Manage game sessions and player access -- Retrieve information on available game sessions; create new game
sessions; send player requests to join a game session.

This reference guide describes the low-level service API for Amazon GameLift. You can use the API functionality with
these tools:

The Amazon Web Services software development kit (AWS SDK) is
available in multiple languages including C++ and C#. Use the SDK to access the API programmatically from an application,
such as a game client.

The AWS command-line interface (CLI) tool is primarily useful for handling
administrative actions, such as setting up and managing Amazon GameLift settings and resources. You can use the AWS
CLI to manage all of your AWS services.

The AWS Management Console for Amazon GameLift provides a
web interface to manage your Amazon GameLift settings and resources. The console includes a dashboard for tracking
key resources, including builds and fleets, and displays usage and performance metrics for your games as customizable
graphs.

Amazon GameLift Local is a tool for testing your game's integration with Amazon GameLift before deploying it on the
service. This tools supports a subset of key API actions, which can be called from either the AWS CLI or
programmatically. See Testing an
Integration.

CreatePlayerSession -- Send a request for a player to join a game session. Available in Amazon GameLift
Local.

CreatePlayerSessions -- Send a request for multiple players to join a game session. Available in Amazon
GameLift Local.

DescribePlayerSessions -- Get details on player activity, including status, playing time, and player data.
Available in Amazon GameLift Local.

Setting Up and Managing Game Servers

When setting up Amazon GameLift resources for your game, you first create a game build
and upload it to Amazon GameLift. You can then use these actions to configure and manage a fleet of resources to run
your game servers, scale capacity to meet player demand, access performance and utilization metrics, and more.

Manage game builds

CreateBuild -- Create a new build using files stored in an Amazon S3 bucket. To create a build and upload
files from a local path, use the AWS CLI command upload-build.

ListBuilds -- Get a list of all builds uploaded to a Amazon GameLift region.

Overrides the default endpoint for this client ("https://gamelift.us-east-1.amazonaws.com"). Callers can use this
method to control which AWS region they want to work with.

Callers can pass in just the endpoint (ex: "gamelift.us-east-1.amazonaws.com") or a full URL, including the
protocol (ex: "https://gamelift.us-east-1.amazonaws.com"). If the protocol is not specified here, the default
protocol from this client's ClientConfiguration will be used, which by default is HTTPS.

This method is not threadsafe. An endpoint should be configured when the client is created and before any
service requests are made. Changing it afterwards creates inevitable race conditions for any service requests in
transit or retrying.

Parameters:

endpoint - The endpoint (ex: "gamelift.us-east-1.amazonaws.com") or a full URL, including the protocol (ex:
"https://gamelift.us-east-1.amazonaws.com") of the region specific AWS endpoint this client will
communicate with.

setRegion

An alternative to setEndpoint(String), sets the regional endpoint for this client's
service calls. Callers can use this method to control which AWS region they want to work with.

By default, all service endpoints in all regions use the https protocol. To use http instead, specify it in the
ClientConfiguration supplied at construction.

This method is not threadsafe. A region should be configured when the client is created and before any service
requests are made. Changing it afterwards creates inevitable race conditions for any service requests in transit
or retrying.

acceptMatch

Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may
require player acceptance; if so, then matches built with that configuration cannot be completed unless all
players accept the proposed match within a specified time limit.

When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status
REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the
ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an
error.

To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have
registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session
is created for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed
match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where all players
accepted the match, the ticket status is returned to SEARCHING to find a new match. For tickets
where one or more players failed to accept the match, the ticket status is set to FAILED, and
processing is terminated. A new matchmaking request for these players can be submitted as needed.

createAlias

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. By using a
fleet alias instead of a specific fleet ID, you can switch gameplay and players to a new fleet without changing
your game client or other game components. For example, for games in production, using an alias allows you to
seamlessly redirect your player base to a new game server update.

Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points
to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to
an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you
want to direct players to an upgrade site.

To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can
point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned,
including an alias ID, which you can reference when creating a game session. You can reassign an alias to another
fleet by calling UpdateAlias.

createBuild

Creates a new Amazon GameLift build record for your game server binary files and points to the location of your
game server build files in an Amazon Simple Storage Service (Amazon S3) location.

Game server binaries must be combined into a .zip file for use with Amazon GameLift. See Uploading Your
Game for more information.

To create new builds quickly and easily, use the AWS CLI command upload-build. This
helper command uploads your build and creates a new build record in one step, and automatically handles the
necessary permissions. See Upload Build
Files to Amazon GameLift for more help.

The CreateBuild operation should be used only when you need to manually upload your build files, as
in the following scenarios:

Store a build file in an Amazon S3 bucket under your own AWS account. To use this option, you must first give
Amazon GameLift access to that Amazon S3 bucket. See Create a Build with Files in Amazon S3 for detailed help. To create a new build record using files in your
Amazon S3 bucket, call CreateBuild and specify a build name, operating system, and the storage
location of your game build.

Upload a build file directly to Amazon GameLift's Amazon S3 account. To use this option, you first call
CreateBuild with a build name and operating system. This action creates a new build record and
returns an Amazon S3 storage location (bucket and key only) and temporary access credentials. Use the credentials
to manually upload your build file to the storage location (see the Amazon S3 topic Uploading Objects). You can
upload files to a location only once.

If successful, this operation creates a new build record with a unique build ID and places it in
INITIALIZED status. You can use DescribeBuild to check the status of your build. A build must
be in READY status before it can be used to create fleets.

createFleet

Creates a new fleet to run your game servers. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2)
instances, each of which can run multiple server processes to host game sessions. You set up a fleet to use
instances with certain hardware specifications (see Amazon
EC2 Instance Types for more information), and deploy your game build to run on each instance.

To create a new fleet, you must specify the following: (1) a fleet name, (2) the build ID of a successfully
uploaded game build, (3) an EC2 instance type, and (4) a run-time configuration, which describes the server
processes to run on each instance in the fleet. If you don't specify a fleet type (on-demand or spot), the new
fleet uses on-demand instances by default.

createGameSession

Creates a multiplayer game session for players. This action creates a game session record and assigns an
available server process in the specified fleet to host the game session. A fleet must have an
ACTIVE status before a game session can be created in it.

To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow
in the game session. You can also provide a name and game-specific properties for this game session. If
successful, a GameSession object is returned containing the game session properties and other settings you
specified.

Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for
ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are
processed only once; subsequent requests return the original result. All response values are the same with the
exception of game session status, which may change.

Resource creation limits. If you are creating a game session on a fleet with a resource creation limit
policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the
policy for this new game session request.

Player acceptance policy. By default, newly created game sessions are open to new players. You can
restrict new player access by using UpdateGameSession to change the game session's player session creation
policy.

Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call
GetGameSessionLogUrl to download the log files.

InvalidFleetStatusException - The requested operation would cause a conflict with the current state of a resource associated with the
request and/or the fleet. Resolve the conflict before retrying.

TerminalRoutingStrategyException - The service is unable to resolve the routing for a particular alias because it has a terminal
RoutingStrategy associated with it. The message returned in this exception is the message defined
in the routing strategy itself. Such requests should only be retried if the routing strategy for the
specified alias is modified.

InvalidRequestException - One or more parameter values in the request are invalid. Correct the invalid parameter values before
retrying.

NotFoundException - A service resource associated with the request could not be found. Clients should not retry such
requests.

FleetCapacityExceededException - The specified fleet has no available instances to fulfill a CreateGameSession request.
Clients can retry such requests immediately or after a waiting period.

LimitExceededException - The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue
before retrying.

createGameSessionQueue

Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game
sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can
wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple
regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue
name.

Destination order. When processing a request for a game session, Amazon GameLift tries each destination in
order until it finds one with available resources to host the new game session. A queue's default order is
determined by how destinations are listed. The default order is overridden when a game session placement request
provides player latency information. Player latency information enables Amazon GameLift to prioritize
destinations where players report the lowest average latency, as a result placing the new game session where the
majority of players will have the best possible gameplay experience.

Player latency policies. For placement requests containing player latency information, use player latency
policies to protect individual players from very high latencies. With a latency cap, even when a destination can
deliver a low latency for most players, the game is not placed where any individual player is reporting latency
higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively
starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls;
for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a
higher cap for the next 60 seconds, etc.

To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency
policies. If successful, a new queue object is returned.

createMatchmakingConfiguration

Defines a new matchmaking configuration for use with FlexMatch. A matchmaking configuration sets out guidelines
for matching players and getting the matches into games. You can set up multiple matchmaking configurations to
handle the scenarios needed for your game. Each matchmaking ticket (StartMatchmaking or
StartMatchBackfill) specifies a configuration for the match and provides player attributes to support the
configuration being used.

To create a matchmaking configuration, at a minimum you must specify the following: configuration name; a rule
set that governs how to evaluate players and find acceptable matches; a game session queue to use when placing a
new game session for the match; and the maximum time allowed for a matchmaking attempt.

Player acceptance -- In each configuration, you have the option to require that all players accept
participation in a proposed match. To enable this feature, set AcceptanceRequired to true and specify a
time limit for player acceptance. Players have the option to accept or reject a proposed match, and a match does
not move ahead to game session placement unless all matched players accept.

Matchmaking status notification -- There are two ways to track the progress of matchmaking tickets: (1)
polling ticket status with DescribeMatchmaking; or (2) receiving notifications with Amazon Simple
Notification Service (SNS). To use notifications, you first need to set up an SNS topic to receive the
notifications, and provide the topic ARN in the matchmaking configuration (see Setting up
Notifications for Matchmaking). Since notifications promise only "best effort" delivery, we recommend calling
DescribeMatchmaking if no notifications are received within 30 seconds.

createMatchmakingRuleSet

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the
number and size of teams, and sets the parameters for acceptable player matches, such as minimum skill level or
character type. Rule sets are used in matchmaking configurations, which define how matchmaking requests are
handled. Each MatchmakingConfiguration uses one rule set; you can set up multiple rule sets to handle the
scenarios that suit your game (such as for different game modes), and create a separate matchmaking configuration
for each rule set. See additional information on rule set content in the MatchmakingRuleSet structure. For
help creating rule sets, including useful examples, see the topic Adding FlexMatch to Your
Game.

Once created, matchmaking rule sets cannot be changed or deleted, so we recommend checking the rule set syntax
using ValidateMatchmakingRuleSet before creating the rule set.

To create a matchmaking rule set, provide the set of rules and a unique name. Rule sets must be defined in the
same region as the matchmaking configuration they will be used with. Rule sets cannot be edited or deleted. If
you need to change a rule set, create a new one with the necessary edits and then update matchmaking
configurations to use the new rule set.

createPlayerSession

Adds a player to a game session and creates a player session record. Before a player can be added, a game session
must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open
player slot. To add a group of players to a game session, use CreatePlayerSessions.

To create a player session, specify a game session ID, player ID, and optionally a string of player data. If
successful, the player is added to the game session and a new PlayerSession object is returned. Player
sessions cannot be updated.

InvalidGameSessionStatusException - The requested operation would cause a conflict with the current state of a resource associated with the
request and/or the game instance. Resolve the conflict before retrying.

GameSessionFullException - The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry
such requests immediately or after a waiting period.

TerminalRoutingStrategyException - The service is unable to resolve the routing for a particular alias because it has a terminal
RoutingStrategy associated with it. The message returned in this exception is the message defined
in the routing strategy itself. Such requests should only be retried if the routing strategy for the
specified alias is modified.

InvalidRequestException - One or more parameter values in the request are invalid. Correct the invalid parameter values before
retrying.

NotFoundException - A service resource associated with the request could not be found. Clients should not retry such
requests.

createPlayerSessions

Adds a group of players to a game session. This action is useful with a team matching feature. Before players can
be added, a game session must have an ACTIVE status, have a creation policy of
ALLOW_ALL, and have an open player slot. To add a single player to a game session, use
CreatePlayerSession.

To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data
strings. If successful, the players are added to the game session and a set of new PlayerSession objects
is returned. Player sessions cannot be updated.

InvalidGameSessionStatusException - The requested operation would cause a conflict with the current state of a resource associated with the
request and/or the game instance. Resolve the conflict before retrying.

GameSessionFullException - The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry
such requests immediately or after a waiting period.

TerminalRoutingStrategyException - The service is unable to resolve the routing for a particular alias because it has a terminal
RoutingStrategy associated with it. The message returned in this exception is the message defined
in the routing strategy itself. Such requests should only be retried if the routing strategy for the
specified alias is modified.

InvalidRequestException - One or more parameter values in the request are invalid. Correct the invalid parameter values before
retrying.

NotFoundException - A service resource associated with the request could not be found. Clients should not retry such
requests.

createVpcPeeringAuthorization

Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a
virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to
communicate directly with other AWS resources. Once you've received authorization, call
CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon
GameLift Fleets.

You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use
to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions.

To request authorization to create a connection, call this operation from the AWS account with the VPC that you
want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a
DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of
the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If
successful, VPC peering is authorized for the specified VPC.

To request authorization to delete a connection, call this operation from the AWS account with the VPC that is
peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the
peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.

The authorization remains valid for 24 hours unless it is canceled by a call to
DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is
valid.

createVpcPeeringConnection

Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for
your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other
AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you
use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different regions. For more
information, see VPC Peering
with Amazon GameLift Fleets.

Before calling this operation to establish the peering connection, you first need to call
CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the
specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks
necessary to peer the two VPCs, including acceptance, updating routing tables, etc.

To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift
fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection
for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer
with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can
use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring
fleet events for success or failure using DescribeFleetEvents.

deleteAlias

Deletes an alias. This action removes all record of the alias. Game clients attempting to access a server process
using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

deleteMatchmakingConfiguration

Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A
matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.

deleteScalingPolicy

Deletes a fleet scaling policy. This action means that the policy is no longer in force and removes all record of
it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for
the fleet.

Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon
GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the
connection is removed.

describeFleetAttributes

Retrieves fleet properties, including metadata, status, and configuration, for one or more fleets. You can
request attributes for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets,
use the pagination parameters to retrieve results as a set of sequential pages. If successful, a
FleetAttributes object is returned for each requested fleet ID. When specifying a list of fleet IDs,
attribute objects are returned only for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the
request fails and the error message includes the maximum allowed.

describeFleetCapacity

Retrieves the current status of fleet capacity for one or more fleets. This information includes the number of
instances that have been requested for the fleet and the number currently active. You can request capacity for
all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination
parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is
returned for each requested fleet ID. When specifying a list of fleet IDs, attribute objects are returned only
for fleets that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the
request fails and the error message includes the maximum allowed.

describeFleetEvents

Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use
the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event
log entries matching the request are returned.

describeFleetPortSettings

Retrieves the inbound connection permissions for a fleet. Connection permissions include a range of IP addresses
and port settings that incoming traffic can use to access server processes in the fleet. To get a fleet's inbound
connection permissions, specify a fleet ID. If successful, a collection of IpPermission objects is
returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.

describeFleetUtilization

Retrieves utilization statistics for one or more fleets. You can request utilization data for all fleets, or
specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to
retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for
each requested fleet ID. When specifying a list of fleet IDs, utilization objects are returned only for fleets
that currently exist.

Some API actions may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the
request fails and the error message includes the maximum allowed.

describeGameSessionDetails

Retrieves properties, including the protection policy in force, for one or more game sessions. This action can be
used in several ways: (1) provide a GameSessionId or GameSessionArn to request details
for a specific game session; (2) provide either a FleetId or an AliasId to request
properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can
filter this request by game session status. Use the pagination parameters to retrieve results as a set of
sequential pages. If successful, a GameSessionDetail object is returned for each session matching the
request.

TerminalRoutingStrategyException - The service is unable to resolve the routing for a particular alias because it has a terminal
RoutingStrategy associated with it. The message returned in this exception is the message defined
in the routing strategy itself. Such requests should only be retried if the routing strategy for the
specified alias is modified.

describeGameSessionQueues

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination
parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is
returned for each requested queue. When specifying a list of queues, objects are returned only for queues that
currently exist in the region.

describeGameSessions

Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a
fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by
certain criteria. To retrieve protection policy settings for game sessions, use
DescribeGameSessionDetails.

To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this
request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages.
If successful, a GameSession object is returned for each game session matching the request.

TerminalRoutingStrategyException - The service is unable to resolve the routing for a particular alias because it has a terminal
RoutingStrategy associated with it. The message returned in this exception is the message defined
in the routing strategy itself. Such requests should only be retried if the routing strategy for the
specified alias is modified.

describeInstances

Retrieves information about a fleet's instances, including instance IDs. Use this action to get details on all
instances in the fleet or get details on one specific instance.

To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID
only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an
Instance object is returned for each result.

describeMatchmaking

Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including status
and--once a successful match is made--acquire connection information for the resulting new game session.

You can use this operation to track the progress of matchmaking requests (through polling) as an alternative to
using event notifications. See more details on tracking matchmaking requests through polling or notifications in
StartMatchmaking.

To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket
object is returned for each requested ID that currently exists.

describeMatchmakingConfigurations

Retrieves the details of FlexMatch matchmaking configurations. with this operation, you have the following
options: (1) retrieve all existing configurations, (2) provide the names of one or more configurations to
retrieve, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items,
use the pagination parameters to retrieve results as a set of sequential pages. If successful, a configuration is
returned for each requested name. When specifying a list of names, only configurations that currently exist are
returned.

describeMatchmakingRuleSets

Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the region,
or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to
retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.

describePlayerSessions

Retrieves properties for one or more player sessions. This action can be used in several ways: (1) provide a
PlayerSessionId to request properties for a specific player session; (2) provide a
GameSessionId to request properties for all player sessions in the specified game session; (3)
provide a PlayerId to request properties for all player sessions of a specified player.

To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a
player ID. You can filter this request by player session status. Use the pagination parameters to retrieve
results as a set of sequential pages. If successful, a PlayerSession object is returned for each session
matching the request.

describeScalingPolicies

To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to
retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential
pages. If successful, set of ScalingPolicy objects is returned for the fleet.

A fleet may have all of its scaling policies suspended (StopFleetActions). This action does not affect the
status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or
suspended, call DescribeFleetAttributes and check the stopped actions.

describeVpcPeeringAuthorizations

Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC
peering authorizations and requests for peering. This includes those initiated and received by this account.

describeVpcPeeringConnections

Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or
for one specific fleet ID.

To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon
GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If
successful, the retrieved information includes both active and pending connections. Active connections identify
the IpV4 CIDR block that the VPC uses to connect.

getGameSessionLogUrl

Retrieves the location of stored game session logs for a specified game session. When a game session is
terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL
to download the logs.

See the AWS
Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.

Access requires credentials that match the operating system of the instance. For a Windows instance, Amazon
GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux
instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client.
The private key must be saved in the proper format to a .pem file before using. If you're making
this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request. (See
the example later in this topic). For more information on remote access, see Remotely Accessing an
Instance.

To request access to a specific instance, specify the IDs of the instance and the fleet it belongs to. If
successful, an InstanceAccess object is returned containing the instance's IP address and a set of
credentials.

listBuilds

Retrieves build records for all builds associated with the AWS account in use. You can limit results to builds
that are in a specific status by using the Status parameter. Use the pagination parameters to
retrieve results in a set of sequential pages.

putScalingPolicy

Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's
hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet
metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of
scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet
scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained
control over auto-scaling.

Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based
policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple
auto-scaling policies can have unintended consequences.

You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet
action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To
stop just one scaling policy--or to permanently remove it, you must delete the policy with
DeleteScalingPolicy.

A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a
fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer;
it measures the additional player demand that the fleet could handle at current capacity. With a target-based
policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to
maintain that target.

For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous
game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls
below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order
to return to the 10% buffer.

To create or update a target-based policy, specify a fleet ID and name, and set the policy type to "TargetBased".
Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with
your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned.
The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling
actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

Rule-based policy

A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to
initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each
policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of
action.

For example, a policy may make the following statement:
"If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%."

A policy's rule statement has the following structure:

If [MetricName] is [ComparisonOperator][Threshold] for
[EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by
[ScalingAdjustment].

To implement the example, the rule statement would look like this:

If [PercentIdleInstances] is [GreaterThanThreshold][20] for
[15] minutes, then [PercentChangeInCapacity] to/by [10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type
to "RuleBased". Specify the parameter values for a policy rule statement. On a successful request, the policy
name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the
fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions
are restarted.

requestUploadCredentials

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's
Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If
successful, a new set of credentials are returned, along with the S3 storage location associated with the build
ID.

Parameters:

requestUploadCredentialsRequest - Represents the input for a request action.

Returns:

Result of the RequestUploadCredentials operation returned by the service.

InvalidRequestException - One or more parameter values in the request are invalid. Correct the invalid parameter values before
retrying.

NotFoundException - A service resource associated with the request could not be found. Clients should not retry such
requests.

TerminalRoutingStrategyException - The service is unable to resolve the routing for a particular alias because it has a terminal
RoutingStrategy associated with it. The message returned in this exception is the message defined
in the routing strategy itself. Such requests should only be retried if the routing strategy for the
specified alias is modified.

InternalServiceException - The service encountered an unrecoverable internal failure while processing the request. Clients can retry
such requests immediately or after a waiting period.

searchGameSessions

Retrieves all active game sessions that match a set of search criteria and sorts them in a specified order. You
can search or sort by the following game session attributes:

gameSessionId -- Unique identifier for the game session. You can use either a GameSessionId
or GameSessionArn value.

gameSessionName -- Name assigned to a game session. This value is set when requesting a new game session
with CreateGameSession or updating with UpdateGameSession. Game session names do not need to be
unique to a game session.

gameSessionProperties -- Custom data defined in a game session's GameProperty parameter.
GameProperty values are stored as key:value pairs; the filter expression must indicate the key and a
string to search the data values for. For example, to search for game sessions with custom data containing the
key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode = "brawl".
All custom data values are searched as strings.

maximumSessions -- Maximum number of player sessions allowed for a game session. This value is set when
requesting a new game session with CreateGameSession or updating with UpdateGameSession.

creationTimeMillis -- Value indicating when a game session was created. It is expressed in Unix time as
milliseconds.

playerSessionCount -- Number of players currently connected to a game session. This value changes rapidly
as players join the session or drop out.

hasAvailablePlayerSessions -- Boolean value indicating whether a game session has reached its maximum
number of players. It is highly recommended that all search requests include this filter attribute to optimize
search performance and return only sessions that players can join.

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as
players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh
search results often, and handle sessions that fill up before a player can join.

To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort
expression, or both. If successful, a collection of GameSession objects matching the request is returned.
Use the pagination parameters to retrieve results as a set of sequential pages.

You can search for game sessions one fleet at a time only. To find game sessions across multiple fleets, you must
search each fleet separately and combine the results. This search feature finds only game sessions that are in
ACTIVE status. To locate games in statuses other than active, use DescribeGameSessionDetails.

TerminalRoutingStrategyException - The service is unable to resolve the routing for a particular alias because it has a terminal
RoutingStrategy associated with it. The message returned in this exception is the message defined
in the routing strategy itself. Such requests should only be retried if the routing strategy for the
specified alias is modified.

startFleetActions

Resumes activity on a fleet that was suspended with StopFleetActions. Currently, this operation is used to
restart a fleet's auto-scaling activity.

To start fleet actions, specify the fleet ID and the type of actions to restart. When auto-scaling fleet actions
are restarted, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies.
If actions on the fleet were never stopped, this operation will have no effect. You can view a fleet's stopped
actions using DescribeFleetAttributes.

startGameSessionPlacement

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a
placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each
until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully
created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the
queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in
relevant regions. Latency data indicates the performance lag a player experiences when connected to a fleet in
the region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a
region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each
region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

The queue name and a set of game session properties and settings

A unique ID (such as a UUID) for the placement. You use this ID to track the status of the placement request

(Optional) A set of IDs and player data for each player you want to join to the new game session

Latency data for all players (if you want to optimize game play for the players)

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's
status. If the status is FULFILLED, a new game session has been created and a game session ARN and
region are referenced. If the placement request times out, you can resubmit the request or retry it with a
different queue.

startMatchBackfill

Finds new players to fill open slots in an existing game session. This operation can be used to add players to
matched games that start with fewer than the maximum number of players or to replace players when they drop out.
By backfilling with the same matchmaker used to create the original match, you ensure that new players meet the
match criteria and maintain a consistent experience throughout the game session. You can backfill a match anytime
after a game session has been created.

To request a match backfill, specify a unique ticket ID, the existing game session's ARN, a matchmaking
configuration, and a set of data that describes all current players in the game session. If successful, a match
backfill ticket is created and returned with status set to QUEUED. The ticket is placed in the matchmaker's
ticket pool and processed. Track the status of the ticket to respond as needed. For more detail how to set up
backfilling, see
Backfill Existing Games with FlexMatch.

The process of finding backfill matches is essentially identical to the initial matchmaking process. The
matchmaker searches the pool and groups tickets together to form potential matches, allowing only one backfill
ticket per potential match. Once the a match is formed, the matchmaker creates player sessions for the new
players. All tickets in the match are updated with the game session's connection information, and the
GameSession object is updated to include matchmaker data on the new players. For more detail on how match
backfill requests are processed, see How Amazon GameLift FlexMatch
Works.

startMatchmaking

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules, and starts a new
game for the matched players. Each matchmaking request specifies the type of match to build (team configuration,
rules for an acceptable match, etc.). The request also specifies the players to find a match for and where to
host the new game session for optimal performance. A matchmaking request might start with a single player or a
group of players who want to play together. FlexMatch finds additional players as needed to fill the match. Match
type, rules, and the queue used to place a new game session are defined in a
MatchmakingConfiguration. For complete information on setting up and using FlexMatch, see the topic
Adding FlexMatch to Your
Game.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to
be matched. You must also include a set of player attributes relevant for the matchmaking configuration. If
successful, a matchmaking ticket is returned with status set to QUEUED. Track the status of the
ticket to respond as needed and acquire game session connection information for successfully completed matches.

Tracking ticket status -- A couple of options are available for tracking the status of matchmaking
requests:

Polling -- Call DescribeMatchmaking. This operation returns the full ticket object, including
current status and (for completed tickets) game session connection info. We recommend polling no more than once
every 10 seconds.

Notifications -- Get event notifications for changes in ticket status using Amazon Simple Notification Service
(SNS). Notifications are easy to set up (see CreateMatchmakingConfiguration) and typically deliver match
status changes faster and more efficiently than polling. We recommend that you use polling to back up to
notifications (since delivery is not guaranteed) and call DescribeMatchmaking only when
notifications are not received within 30 seconds.

Your client code submits a StartMatchmaking request for one or more players and tracks the status of
the request ticket.

FlexMatch uses this ticket and others in process to build an acceptable match. When a potential match is
identified, all tickets in the proposed match are advanced to the next status.

If the match requires player acceptance (set in the matchmaking configuration), the tickets move into status
REQUIRES_ACCEPTANCE. This status triggers your client code to solicit acceptance from all players in
every ticket involved in the match, and then call AcceptMatch for each player. If any player rejects or
fails to accept the match before a specified timeout, the proposed match is dropped (see AcceptMatch
for more details).

Once a match is proposed and accepted, the matchmaking tickets move into status PLACING. FlexMatch
locates resources for a new game session using the game session queue (set in the matchmaking configuration) and
creates the game session based on the match data.

When the match is successfully placed, the matchmaking tickets move into COMPLETED status.
Connection information (including game session endpoint and player session) is added to the matchmaking tickets.
Matched players can use the connection information to join the game.

stopFleetActions

Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is
used to temporarily stop scaling events triggered by the fleet's scaling policies. The policies can be retained
and auto-scaling activity can be restarted using StartFleetActions. You can view a fleet's stopped actions
using DescribeFleetAttributes.

To stop fleet actions, specify the fleet ID and the type of actions to suspend. When auto-scaling fleet actions
are stopped, Amazon GameLift no longer initiates scaling events except to maintain the fleet's desired instances
setting (FleetCapacity. Changes to the fleet's capacity must be done manually using
UpdateFleetCapacity.

Parameters:

stopFleetActionsRequest -

Returns:

Result of the StopFleetActions operation returned by the service.

Throws:

InternalServiceException - The service encountered an unrecoverable internal failure while processing the request. Clients can retry
such requests immediately or after a waiting period.

InvalidRequestException - One or more parameter values in the request are invalid. Correct the invalid parameter values before
retrying.

stopMatchmaking

Cancels a matchmaking ticket that is currently being processed. To stop the matchmaking operation, specify the
ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to
CANCELLED.

updateAlias

Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the
information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If
successful, the updated alias record is returned.

updateBuild

Updates metadata in a build record, including the build name and version. To update the metadata, specify the
build ID to update and provide the new values. If successful, a build object containing the updated metadata is
returned.

updateFleetAttributes

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID
and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned.

updateFleetCapacity

Updates capacity settings for a fleet. Use this action to specify the number of EC2 instances (hosts) that you
want this fleet to contain. Before calling this action, you may want to call DescribeEC2InstanceLimits to
get the maximum capacity based on the fleet's EC2 instance type.

Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall
outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy) to
allow capacity to adjust based on player demand while imposing limits on automatic adjustments.

To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If
successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the
desired instance count. You can view a fleet's current capacity information by calling
DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the
"Limit Exceeded" exception occurs.

updateFleetPortSettings

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the
permissions you want to update. List the permissions you want to add in
InboundPermissionAuthorizations, and permissions you want to remove in
InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If
successful, the fleet ID for the updated fleet is returned.

updateGameSession

Updates game session properties. This includes the session name, maximum player count, protection policy, which
controls whether or not an active game session can be terminated during a scale-down event, and the player
session creation policy, which controls whether or not new players can join the session. To update a game
session, specify the game session ID and the values you want to change. If successful, an updated
GameSession object is returned.

InvalidGameSessionStatusException - The requested operation would cause a conflict with the current state of a resource associated with the
request and/or the game instance. Resolve the conflict before retrying.

InvalidRequestException - One or more parameter values in the request are invalid. Correct the invalid parameter values before
retrying.

updateGameSessionQueue

Updates settings for a game session queue, which determines how new game session requests in the queue are
processed. To update settings, specify the queue name to be updated and provide the new settings. When updating
destinations, provide a complete list of destinations.

updateRuntimeConfiguration

Updates the current run-time configuration for the specified fleet, which tells Amazon GameLift how to launch
server processes on instances in the fleet. You can update a fleet's run-time configuration at any time after the
fleet is created; it does not need to be in an ACTIVE status.

To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration object
with the updated collection of server process configurations.

Each instance in a Amazon GameLift fleet checks regularly for an updated run-time configuration and changes how
it launches server processes to comply with the latest version. Existing server processes are not affected by the
update; they continue to run until they end, while Amazon GameLift simply adds new server processes to fit the
current run-time configuration. As a result, the run-time configuration changes are applied gradually as existing
processes shut down and new processes are launched in Amazon GameLift's normal process recycling activity.

validateMatchmakingRuleSet

Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set uses
syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a
rule set string.

shutdown

void shutdown()

Shuts down this client object, releasing any resources that might be held open. This is an optional method, and
callers are not expected to call it, but can if they want to explicitly release any open resources. Once a client
has been shutdown, it should not be used to make any more requests.

getCachedResponseMetadata

Returns additional metadata for a previously executed successful request, typically used for debugging issues
where a service isn't acting as expected. This data isn't considered part of the result data returned by an
operation, so it's available through this separate, diagnostic interface.

Response metadata is only cached for a limited period of time, so if you need to access this extra diagnostic
information for an executed request, you should use this method to retrieve it as soon as possible after
executing a request.

Parameters:

request - The originally executed request.

Returns:

The response metadata for the specified request, or null if none is available.